Here you will find a list of Perks. These are extra you can buy with XP.

Anyone may take General Perks. Perks from other tracks will be invalidated, without refund, if you select a Perk outside your track or change tracks later. For example, if you take a Perk from the Hunter Track and then go Psionic or Witch, then the Perk from Hunter will no longer be valid. So purchase carefully.....

General
Name
Type
Cost
Prerequisite
Provided By
Benefit
Misc. Information
Drawbacks
Demon/Devil's Trap
Ritual
20,000XP
None
Bobby
Can contain and hold low level demons
This trap can be created from anything the creates a solid, clearly defined image like paint, blood, salt, etc.

If broken, the trap does not work. The trap will make lower level demons unable to use their magic or leave the trap.

See Demon Trap for more information.
May not work on higher level demons
Lore Master Level 1
Perk
5,000XP
None
Scooter
+2 Bonus 'To Hit' when dealing with Vampires, Werewolves, Shapeshifter, and basic Ghosts (Vengeful Spirits, Woman in White, Violent Spirits, and Poltergeists).

Extra x1 Multiplier on Critical Hits when dealing with one of these creatures (e.g. x2 Multiplier goes to x3, a x3 would go to x4, etc.)

Gives access to next level of Lore Master Perk, when available.
Scooter knows a thing or two. He'll go over his knowledge with you on the following supernatural creatures: Vampires (Traditional and Feral), Werewolves, Shapeshifters, and basic Ghosts (Vengeful Spirits, Woman in White, Violent Spirits, and Poltergeists). Learning this takes 5 full downtime days of study with Scooter. There's a lot of information to learn, so buy some coffee, take a lot of notes and get ready for a major lesson! You'll go over the lore, what's right, what's wrong and what else you need to know - like how to kill it. That includes offensive and defensive tactics and what to look for on the case to help determine what you're dealing with.
None
Lore Master Level 2
Perk
10,000XP
Lore Master Level 1
Rufus
+2 Bonus 'To Hit' the following: Djinn, Wendigo, and Skinwalkers

An additional +2 Bonus 'To Hit' the following: Werewolves, Traditional and Feral Vampires, and Shapeshifters. (Total of +4 from LM lvl 1 and LM lvl 2)

Extra x1 Multiplier on Critical Hits when dealing with new creatures listed in Lore Master Level 2 (e.g. x2 Multiplier goes to x3, a x3 would go to x4, etc.)

Gives access and training on making Djinn antidote.

Gives access to next level of Lore Master Perk, when available.
Rufus is a semi-retired hunter who has seen a lot of things and lived to tell about it. Learning from Rufus takes 5 full downtime days. There is a lot of cover and the only way you are going to understand half the terminology he's going over is if you've had some previously schooling in the supernatural. He'll go Djinn with more indepth knowledge and teach how to make the Djinn antidote. He'll continue on where Scooter left off on werewolves, vampires and shapeshifters. Give you some additional tips and tactics he's learned over the years to take them out more easily. You're learning how to become a skilled hunter. This is the next step.
None
Lore Master Level 3
Perk
10,000XP
Lore Master Level 2
Bobby
+2 Bonus 'To Hit' the following:
Ghouls, Sirens and Arachne

An additional +2 Bonus 'To Hit' the following: Djinn, Wendigo, and Skinwalkers

Gives access to properly creating and administering the Dream Walking Potion. As well as what to do when you've taken it and how to get out of a dream once entered.
Bobby is an extremely experienced hunter who has seen a lot. He is hardened through years of fighting and moment of extreme loss. His knowledge is vast and he's always worth hearing out. He'll go over additional creatures and give more information and expertise on ones the group is already familiar with. Learning from Rufus takes 5 full downtime days. The progress on becoming a great hunter continues...
None
Workaholic
Perk
25,000XP
Level 10
N/A
You may pick ONE additional +3 template from the following list located HERE. These templates are different than the ones you picked in the beginning.
You gain additional stat points, skill points and, in some cases, special feats and/or save throw points.
+3 Template

Hunter Track
Name
Type
Cost
Prerequisite
Provided By
Benefit
Misc. Information
Drawbacks
Last Action 'Point' Hero
Special Ability
10,000XP
Level 10,
BAB +4
N/A
You may spend TWO action points to take a additional standard or movement action (not both). You may only spend this way once per every other round.
This stacks with Heroic Surge
None.
Lights, Camera, Action Point!
Special Ability
10,000XP
Level 10,
BAB +4
N/A
You may spend TWO action points instead of one action point. You gain 3 d6 dice instead 2 d6 on that single action point roll. You may still only use action points for applicable rolls as per the homebrew rules. You may choose to only spend one action point on a roll, but you may not add an additional action point for the extra die after the roll has been made.
Increase Action Points dice from 2 d6 to 3d6 by spending 2 action points.
None.
Action Boost 1
Special Ability
20,000XP
Level 10,
BAB +4
N/A
When you spend an action point to alter the result of an attack roll, skill check, or saving throw, you roll d8s instead of d6s and add the result to the d20 roll.
You increase your Action Points die from d6 to d8.
None.
Action Boost 2
Special Ability
30,000XP
Level 20, BAB +6, Action Boost 1
N/A
When you spend an action point to alter the result of an attack roll, skill check, or saving throw, you roll d10s instead of d8s and add the result to the d20 roll.
You increase your Action Points die from d8 to d10.
None.
Hot to Clot
Special Ability
30,000XP
Level 20
N/A
You are used to taking hits and pretty nasty wounds. Your body no longer takes the additional, and continuous 'bleed damage' from hits over 8HP per round. The only exception are for items, be them magical/psionic/other, that cause such an effect.
You no longer take the additional, continual bleed damage from severe wounds per round.
None.
Action Point Regeneration
Special Ability
3,000XP
Level 20
N/A
You regain 1 temporarily spent Action Point per day, in addition to the standard refresh per game. This requires at least 4 hours of non-consecutive sleep. This is handy if a game session spans over the coarse of several days.
N/A
None.

Psionic Track
Name
Type
Cost
Prerequisite
Provided By
Benefit
Misc. Information
Drawbacks
Psychic Ability
Feat
5,000XP
Not a magic user
Acuros Denla
Person can take on Psionic track.
Most psionics have a natural affinity for the craft. However, with proper cognitive recalibration, Acuros can force the Mind's Eye to open, allowing the person the ability to utilize psionics. The downside is that once this is done, magic use will not be an option to the user. Also, it's going to hurt - a lot. But no pain, no gain, right?....

Psychic Ability Feat

You have the potential to acquire psychic feats, skills and class levels.
Benefit: You can acquire psychic feats, skills and class levels.
Normal: Characters without this feat cannot acquire psychic feats, learn psychic skills or gain psionic based levels.
Magic track and Hunter track are not an option. Plus, some may consider the user a target.
Psionic Focus
Special Ability
1,000XP
Psionic, Level in Psionic Prestige Class
Acuros Denla
Expend to have Concentration check be an automatic 15 base.
Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused as a special use of the Concentration skill.

If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.

Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans),
None.
Draw Power
Feat
3,000XP
Psionic, Level 11, Psychic Ability Feat
Sholanar Ornas
Gain additional Power Points with an Action Point.
The psionic may spend an action point to regain a number of power points equal to their levels Psionic levels. This is an attack action.
None.
Enlarge Power
Metapsionic Feat
5,000XP
Level in Psionic Prestige Class, Psychic Ability Feat
Ba Nado
Powers can farther than normal.
Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.

Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.

Using this feat does not increase the power point cost of the power.
None.
Hide Power
Metapsionic Feat
5,000XP
Level in Psionic Prestige Class, Psychic Ability Feat
Sorot Gnostrim
Hides a characteristic associated with a power.
You can manifest powers without a telltale display.

Benefit: A psionic power can be manifested without one associated display characteristic chosen by you when you take the feat: auditory, material, mental, olfactory, or visual. The hidden power costs a number of power points equal to the standard cost +2.
Special: You can take this feat multiple times, each time choosing a different display characteristic to hide while manifesting a given power.
Power Point cost increase if used.
Combat Manifestation
Feat
3,000XP
Psionic, Level 11, Psychic Ability Feat
Deltorum Telhon
+4 bonus on Concentration checks while on the defensive or while you are grappling or pinned.
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.
None.
Focused Sunder
Feat
3,000XP
Psionic, Level 11, Psychic Ability Feat, Str 13, Power Attack, Improved Sunder.
Calaquin Vo
Break a weapon. Ignore half it's hardness.
You can sense the stress points on others’ weapons.

Prerequisite: Str 13, Power Attack, Improved Sunder.

Benefit: To use this feat, it takes an attack action to focus on the target and lasts until the next round or until expended.

When you strike at an opponent’s weapon, you ignore half of the weapon’s total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness.

Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (round down) when attacking that object.
None.
Expand Your Mind 1
Special Ability
5,000XP
Psionic, Level 20, Psychic Ability Feat
Nor Zemer
Allows the psychic to learn additional powers beyond their level max.
The psychic may learn up to 3 additional powers from another known, and teachable Psion Powers List. The cost of each new power 3,000XP times the level of the power.
None.
Expand Your Mind 2
Special Ability
5,000XP
Psionic, Level 20, Psychic Ability Feat, Expand Your Mind 1
Nor Zemer
Allows the psychic to learn additional powers beyond their level max.
The psychic may learn up to 5 additional powers from another known, and teachable Psion Powers List. The cost of each new power 3,000XP times the level of the power.
None.
Imbue Psionic Energy
Metapsionic Feat
10,000XP
Psionic, Level 20, Psychic Ability Feat
Renlo Dos
Imbue object with Psi Points
The Psionic may imbue psionically inclined objects with Psi Points. The Psionic must make a concentration check, DC 25, and spend 1d6 round imbuing the item. Each object has a varying amount of Psi Points based on the object.
None.

Witch Track
Name
Type
Cost
Prerequisite
Provided By
Benefit
Misc. Information
Drawbacks
Soul Focus
Feat
5,000XP
Instruction from a Witch who uses Soul to power their Magic.
Members of the Order of the Flower
Person can take on Witch track.
With Soul Focus and magic spell casting, there is need for a Focus source. Often this comes in the form of a Focus Ring. Each ring is different and made with the user in mind. It often comes with a Lapis Lazuli stone within the ring. The material is a special alloy that is crafted by a Witch. This ring allows the users soul energy to flow forth. This, in addition to proper training allows Witch that use soul energy, to cast spells.

If a Witch loses their source, there is a strong chance they will unable to focus their energy to cast.

However, Witch's that are deemed to have "Natural" talent do not require a ring or other focus source to focus their soul energy in casting. (Chance of Spell Failure goes to 90%, unless caster is a Natural)

Soul Focus Feat

You have the potential to witch feats, skills and class levels.
Benefit: You can acquire witch feats, skills and class levels.
Normal: Characters without this feat cannot acquire witch feats, learn witch skills or gain witch based levels.
Psionic track and Hunter track are not an option. Plus, some may consider the user a target.
Craft Focus Ring
Perk
10,000XP
This gives the proper training on crafting a Focus Ring in addition to actually crafting one.
Members of the Order of the Flower
Caster can make a Focus Ring
The first ring a caster gets is a gift from their trainer. If they lose their ring or if it is destroyed, then it will need to be replaced. It costs 10,000XP for a replacement ring. Craft Focus Ring gives the knowledge to make a ring and the cost also pays for a ring to be made. This must be paid for each ring.
XP cost per ring.
Steady Concentration
Feat
5,000XP
Concentration 8 ranks
Members of the Order of the Flower
Take 10 on Concentration checks
You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.

Benefit: You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so.
Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during combat.
None.
Mental Grimoire 1
Special Ability
5,000XP
Soul Focus, Level 20
Members of the Order of the Flower
Allows the magic user to learn additional powers beyond their level max.
The magic user may learn up to 3 additional spells from another known, and teachable Magic Spells List. The cost of each new power 3,000XP times the level of the power.
None.
Mental Grimoire 2
Special Ability
5,000XP
Soul Focus, Level 20, Mental Grimoire 1
Members of the Order of the Flower
Allows the magic user to learn additional powers beyond their level max.
The magic user may learn up to 5 additional spells from another known, and teachable Magic Spells List. The cost of each new power 3,000XP times the level of the power.
None.